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李桃 1 month ago
parent
commit
6f9d7ab1e2
73 changed files with 39147 additions and 1973 deletions
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+  m_BuildTextureStacks: []
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+  m_EditorClassIdentifier: 
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+ 8 - 0
Assets/Art/VFX/Materials/fx_fb_xuanguidun_wl2.mat.meta

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+guid: Bi9NvSioUX+LSE7qnlXlC8mVJ/pyYHqR43Q9p9/hp/V3s9pCN44i4KVVlMLt
+NativeFormatImporter:
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+  userData: 
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+ 18 - 2
Assets/Art/VFX/Materials/fx_glow_al.mat

@@ -25,7 +25,9 @@ Material:
   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
   m_ValidKeywords: []
-  m_InvalidKeywords: []
+  m_InvalidKeywords:
+  - _RECEIVESHADOWS_OFF
+  - _RECEIVE_SHADOWS_OFF
   m_LightmapFlags: 4
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
@@ -96,6 +98,14 @@ Material:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
+    - _fx_glow01:
+        m_Texture: {fileID: 2800000, guid: 2d8225aaacb3aba44aa7e4166ccb0718, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _texcoord:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
     - unity_Lightmaps:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
@@ -142,10 +152,12 @@ Material:
     - _EnvironmentReflections: 1
     - _FlipbookBlending: 0
     - _FlipbookMode: 0
+    - _Float0: 1
     - _GlossMapScale: 0
     - _Glossiness: 0
     - _GlossyReflections: 0
     - _Intensity: 1
+    - _Liangbu: 1
     - _MainAlpha: 0
     - _MainTexRotation: 0
     - _Metallic: 0
@@ -154,7 +166,7 @@ Material:
     - _Parallax: 0.005
     - _QueueControl: 0
     - _QueueOffset: 0
-    - _ReceiveShadows: 1
+    - _ReceiveShadows: 0
     - _Smoothness: 0.5
     - _SmoothnessTextureChannel: 0
     - _SoftParticlesEnabled: 0
@@ -168,8 +180,12 @@ Material:
     - _Turb_Value: 0
     - _WorkflowMode: 1
     - _ZWrite: 0
+    - _alpha: 1
     - _ca: 1
+    - _lerp: 0.5
     - _light: 1
+    - _power: 1
+    - _zhongjian: 1
     m_Colors:
     - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
     - _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}

+ 126 - 0
Assets/Art/VFX/Materials/fx_glow_fangshe1_ad.mat

@@ -0,0 +1,126 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_Parent: {fileID: 0}
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+    - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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Assets/Art/VFX/Materials/fx_glow_fangshe1_ad.mat.meta

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+guid: XH4a5nn+W3294OVqaZ++VNulsE2Ek1+tld3vPKWwe2/PTKI6OAKgTxL9UUzx
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File diff suppressed because it is too large
+ 390 - 245
Assets/Art/VFX/Resources/AddMoveTurbDissolve.shader


+ 1604 - 0
Assets/Art/VFX/Resources/Alpha3.shader

@@ -0,0 +1,1604 @@
+// Made with Amplify Shader Editor v1.9.8.1
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "LT/Alpha3"
+{
+	Properties
+	{
+		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
+		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+		_fx_glow01("fx_glow01", 2D) = "white" {}
+		_Float0("Float 0", Float) = 1
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+
+
+		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
+		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
+		//_TessMin( "Tess Min Distance", Float ) = 10
+		//_TessMax( "Tess Max Distance", Float ) = 25
+		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
+		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
+
+		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
+        [HideInInspector] _QueueControl("_QueueControl", Float) = -1
+
+        [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
+        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
+        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
+
+		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
+	}
+
+	SubShader
+	{
+		LOD 0
+
+		
+
+		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
+
+		Cull Off
+		AlphaToMask Off
+
+		
+
+		HLSLINCLUDE
+		#pragma target 4.5
+		#pragma prefer_hlslcc gles
+		#pragma exclude_renderers xboxone xboxseries playstation ps4 ps5 switch // ensure rendering platforms toggle list is visible
+
+		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
+
+		#ifndef ASE_TESS_FUNCS
+		#define ASE_TESS_FUNCS
+		float4 FixedTess( float tessValue )
+		{
+			return tessValue;
+		}
+
+		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
+		{
+			float3 wpos = mul(o2w,vertex).xyz;
+			float dist = distance (wpos, cameraPos);
+			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
+			return f;
+		}
+
+		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
+		{
+			float4 tess;
+			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
+			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
+			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
+			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
+			return tess;
+		}
+
+		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
+		{
+			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
+			float len = distance(wpos0, wpos1);
+			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
+			return f;
+		}
+
+		float DistanceFromPlane (float3 pos, float4 plane)
+		{
+			float d = dot (float4(pos,1.0f), plane);
+			return d;
+		}
+
+		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
+		{
+			float4 planeTest;
+			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
+			return !all (planeTest);
+		}
+
+		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
+		{
+			float3 f;
+			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
+			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
+			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
+
+			return CalcTriEdgeTessFactors (f);
+		}
+
+		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
+		{
+			float3 pos0 = mul(o2w,v0).xyz;
+			float3 pos1 = mul(o2w,v1).xyz;
+			float3 pos2 = mul(o2w,v2).xyz;
+			float4 tess;
+			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+			return tess;
+		}
+
+		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
+		{
+			float3 pos0 = mul(o2w,v0).xyz;
+			float3 pos1 = mul(o2w,v1).xyz;
+			float3 pos2 = mul(o2w,v2).xyz;
+			float4 tess;
+
+			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+			{
+				tess = 0.0f;
+			}
+			else
+			{
+				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+			}
+			return tess;
+		}
+		#endif //ASE_TESS_FUNCS
+		ENDHLSL
+
+		
+		Pass
+		{
+			
+			Name "Forward"
+			Tags { "LightMode"="UniversalForwardOnly" }
+
+			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+
+			
+
+			HLSLPROGRAM
+
+			
+
+			#define _SURFACE_TYPE_TRANSPARENT 1
+			#pragma multi_compile_instancing
+			#pragma instancing_options renderinglayer
+			#define ASE_VERSION 19801
+			#define ASE_SRP_VERSION 140011
+
+
+			
+
+			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+
+			
+
+			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
+            #pragma multi_compile _ LIGHTMAP_ON
+            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
+			#pragma multi_compile_fragment _ DEBUG_DISPLAY
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define SHADERPASS SHADERPASS_UNLIT
+
+			
+            #if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+			#endif
+		
+
+			
+			#if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+			#endif
+		
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+
+			
+			#if ASE_SRP_VERSION >=140010
+			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+			#endif
+		
+
+			
+
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+			#if defined(LOD_FADE_CROSSFADE)
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+            #endif
+
+			
+
+			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+				#define ASE_SV_DEPTH SV_DepthLessEqual
+				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+			#else
+				#define ASE_SV_DEPTH SV_Depth
+				#define ASE_SV_POSITION_QUALIFIERS
+			#endif
+
+			struct Attributes
+			{
+				float4 positionOS : POSITION;
+				float3 normalOS : NORMAL;
+				float4 texcoord : TEXCOORD0;
+				float4 texcoord1 : TEXCOORD1;
+				float4 texcoord2 : TEXCOORD2;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct PackedVaryings
+			{
+				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+				float4 clipPosV : TEXCOORD0;
+				float3 positionWS : TEXCOORD1;
+				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+					half4 fogFactorAndVertexLight : TEXCOORD2;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					float4 shadowCoord : TEXCOORD3;
+				#endif
+				#if defined(LIGHTMAP_ON)
+					float4 lightmapUVOrVertexSH : TEXCOORD4;
+				#endif
+				#if defined(DYNAMICLIGHTMAP_ON)
+					float2 dynamicLightmapUV : TEXCOORD5;
+				#endif
+				float4 ase_texcoord6 : TEXCOORD6;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _fx_glow01_ST;
+			float _Float0;
+			#ifdef ASE_TESSELLATION
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _fx_glow01;
+
+
+			
+			PackedVaryings VertexFunction( Attributes input  )
+			{
+				PackedVaryings output = (PackedVaryings)0;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+				output.ase_texcoord6.xy = input.texcoord.xy;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				output.ase_texcoord6.zw = 0;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = input.positionOS.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+
+				float3 vertexValue = defaultVertexValue;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					input.positionOS.xyz = vertexValue;
+				#else
+					input.positionOS.xyz += vertexValue;
+				#endif
+
+				input.normalOS = input.normalOS;
+
+				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+				#if defined(LIGHTMAP_ON)
+					OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
+				#endif
+				#if defined(DYNAMICLIGHTMAP_ON)
+					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+				#endif
+
+				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+					output.fogFactorAndVertexLight = 0;
+					#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
+						output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
+					#endif
+					#ifdef _ADDITIONAL_LIGHTS_VERTEX
+						half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
+						output.fogFactorAndVertexLight.yzw = vertexLight;
+					#endif
+				#endif
+
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					output.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+
+				output.positionCS = vertexInput.positionCS;
+				output.clipPosV = vertexInput.positionCS;
+				output.positionWS = vertexInput.positionWS;
+				return output;
+			}
+
+			#if defined(ASE_TESSELLATION)
+			struct VertexControl
+			{
+				float4 positionOS : INTERNALTESSPOS;
+				float3 normalOS : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( Attributes input )
+			{
+				VertexControl output;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				output.positionOS = input.positionOS;
+				output.normalOS = input.normalOS;
+				
+				return output;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
+			{
+				TessellationFactors output;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+				return output;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+				return patch[id];
+			}
+
+			[domain("tri")]
+			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				Attributes output = (Attributes) 0;
+				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+				float phongStrength = _TessPhongStrength;
+				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+				return VertexFunction(output);
+			}
+			#else
+			PackedVaryings vert ( Attributes input )
+			{
+				return VertexFunction( input );
+			}
+			#endif
+
+			half4 frag ( PackedVaryings input
+						#ifdef ASE_DEPTH_WRITE_ON
+						,out float outputDepth : ASE_SV_DEPTH
+						#endif
+						#ifdef _WRITE_RENDERING_LAYERS
+						, out float4 outRenderingLayers : SV_Target1
+						#endif
+						 ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+				#if defined(LOD_FADE_CROSSFADE)
+					LODFadeCrossFade( input.positionCS );
+				#endif
+
+				float3 WorldPosition = input.positionWS;
+				float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+				float4 ClipPos = input.clipPosV;
+				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
+
+				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = input.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+
+				float2 uv_fx_glow01 = input.ase_texcoord6.xy * _fx_glow01_ST.xy + _fx_glow01_ST.zw;
+				float4 tex2DNode10 = tex2D( _fx_glow01, uv_fx_glow01 );
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = tex2DNode10.rgb;
+				float Alpha = ( tex2DNode10.a * _Float0 );
+				float AlphaClipThreshold = 0.5;
+				float AlphaClipThresholdShadow = 0.5;
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					float DepthValue = input.positionCS.z;
+				#endif
+
+				#ifdef _ALPHATEST_ON
+					clip(Alpha - AlphaClipThreshold);
+				#endif
+
+				InputData inputData = (InputData)0;
+				inputData.positionWS = WorldPosition;
+				inputData.viewDirectionWS = WorldViewDirection;
+
+				#ifdef ASE_FOG
+					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
+				#endif
+				#ifdef _ADDITIONAL_LIGHTS_VERTEX
+					inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
+				#endif
+
+				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
+
+				#if defined(_DBUFFER)
+					ApplyDecalToBaseColor(input.positionCS, Color);
+				#endif
+
+				#ifdef ASE_FOG
+					#ifdef TERRAIN_SPLAT_ADDPASS
+						Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
+					#else
+						Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
+					#endif
+				#endif
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					outputDepth = DepthValue;
+				#endif
+
+				#ifdef _WRITE_RENDERING_LAYERS
+					uint renderingLayers = GetMeshRenderingLayer();
+					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
+				#endif
+
+				return half4( Color, Alpha );
+			}
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "DepthOnly"
+			Tags { "LightMode"="DepthOnly" }
+
+			ZWrite On
+			ColorMask R
+			AlphaToMask Off
+
+			HLSLPROGRAM
+
+			
+
+			#define _SURFACE_TYPE_TRANSPARENT 1
+			#pragma multi_compile_instancing
+			#define ASE_VERSION 19801
+			#define ASE_SRP_VERSION 140011
+
+
+			
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			
+            #if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+			#endif
+		
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+
+			#if defined(LOD_FADE_CROSSFADE)
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+            #endif
+
+			
+
+			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+				#define ASE_SV_DEPTH SV_DepthLessEqual
+				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+			#else
+				#define ASE_SV_DEPTH SV_Depth
+				#define ASE_SV_POSITION_QUALIFIERS
+			#endif
+
+			struct Attributes
+			{
+				float4 positionOS : POSITION;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct PackedVaryings
+			{
+				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+				float4 clipPosV : TEXCOORD0;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+					float3 positionWS : TEXCOORD1;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					float4 shadowCoord : TEXCOORD2;
+				#endif
+				float4 ase_texcoord3 : TEXCOORD3;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _fx_glow01_ST;
+			float _Float0;
+			#ifdef ASE_TESSELLATION
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _fx_glow01;
+
+
+			
+			PackedVaryings VertexFunction( Attributes input  )
+			{
+				PackedVaryings output = (PackedVaryings)0;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+				output.ase_texcoord3.xy = input.ase_texcoord.xy;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				output.ase_texcoord3.zw = 0;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = input.positionOS.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+
+				float3 vertexValue = defaultVertexValue;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					input.positionOS.xyz = vertexValue;
+				#else
+					input.positionOS.xyz += vertexValue;
+				#endif
+
+				input.normalOS = input.normalOS;
+
+				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+					output.positionWS = vertexInput.positionWS;
+				#endif
+
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					output.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+
+				output.positionCS = vertexInput.positionCS;
+				output.clipPosV = vertexInput.positionCS;
+				return output;
+			}
+
+			#if defined(ASE_TESSELLATION)
+			struct VertexControl
+			{
+				float4 positionOS : INTERNALTESSPOS;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( Attributes input )
+			{
+				VertexControl output;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				output.positionOS = input.positionOS;
+				output.normalOS = input.normalOS;
+				output.ase_texcoord = input.ase_texcoord;
+				return output;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
+			{
+				TessellationFactors output;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+				return output;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+				return patch[id];
+			}
+
+			[domain("tri")]
+			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				Attributes output = (Attributes) 0;
+				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+				float phongStrength = _TessPhongStrength;
+				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+				return VertexFunction(output);
+			}
+			#else
+			PackedVaryings vert ( Attributes input )
+			{
+				return VertexFunction( input );
+			}
+			#endif
+
+			half4 frag(PackedVaryings input
+						#ifdef ASE_DEPTH_WRITE_ON
+						,out float outputDepth : ASE_SV_DEPTH
+						#endif
+						 ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = input.positionWS;
+				#endif
+
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+				float4 ClipPos = input.clipPosV;
+				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = input.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+
+				float2 uv_fx_glow01 = input.ase_texcoord3.xy * _fx_glow01_ST.xy + _fx_glow01_ST.zw;
+				float4 tex2DNode10 = tex2D( _fx_glow01, uv_fx_glow01 );
+				
+
+				float Alpha = ( tex2DNode10.a * _Float0 );
+				float AlphaClipThreshold = 0.5;
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					float DepthValue = input.positionCS.z;
+				#endif
+
+				#ifdef _ALPHATEST_ON
+					clip(Alpha - AlphaClipThreshold);
+				#endif
+
+				#if defined(LOD_FADE_CROSSFADE)
+					LODFadeCrossFade( input.positionCS );
+				#endif
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					outputDepth = DepthValue;
+				#endif
+
+				return 0;
+			}
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "SceneSelectionPass"
+			Tags { "LightMode"="SceneSelectionPass" }
+
+			Cull Off
+			AlphaToMask Off
+
+			HLSLPROGRAM
+
+			
+
+			#define _SURFACE_TYPE_TRANSPARENT 1
+			#define ASE_VERSION 19801
+			#define ASE_SRP_VERSION 140011
+
+
+			
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			
+            #if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+			#endif
+		
+
+			
+			#if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+			#endif
+		
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+
+			
+			#if ASE_SRP_VERSION >=140010
+			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+			#endif
+		
+
+			
+
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+			
+
+			struct Attributes
+			{
+				float4 positionOS : POSITION;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct PackedVaryings
+			{
+				float4 positionCS : SV_POSITION;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _fx_glow01_ST;
+			float _Float0;
+			#ifdef ASE_TESSELLATION
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _fx_glow01;
+
+
+			
+			int _ObjectId;
+			int _PassValue;
+
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+
+			PackedVaryings VertexFunction(Attributes input  )
+			{
+				PackedVaryings output;
+				ZERO_INITIALIZE(PackedVaryings, output);
+
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+				output.ase_texcoord.xy = input.ase_texcoord.xy;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				output.ase_texcoord.zw = 0;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = input.positionOS.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+
+				float3 vertexValue = defaultVertexValue;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					input.positionOS.xyz = vertexValue;
+				#else
+					input.positionOS.xyz += vertexValue;
+				#endif
+
+				input.normalOS = input.normalOS;
+
+				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
+
+				output.positionCS = TransformWorldToHClip(positionWS);
+
+				return output;
+			}
+
+			#if defined(ASE_TESSELLATION)
+			struct VertexControl
+			{
+				float4 positionOS : INTERNALTESSPOS;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( Attributes input )
+			{
+				VertexControl output;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				output.positionOS = input.positionOS;
+				output.normalOS = input.normalOS;
+				output.ase_texcoord = input.ase_texcoord;
+				return output;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
+			{
+				TessellationFactors output;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+				return output;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+				return patch[id];
+			}
+
+			[domain("tri")]
+			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				Attributes output = (Attributes) 0;
+				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+				float phongStrength = _TessPhongStrength;
+				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+				return VertexFunction(output);
+			}
+			#else
+			PackedVaryings vert ( Attributes input )
+			{
+				return VertexFunction( input );
+			}
+			#endif
+
+			half4 frag(PackedVaryings input ) : SV_Target
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+				float2 uv_fx_glow01 = input.ase_texcoord.xy * _fx_glow01_ST.xy + _fx_glow01_ST.zw;
+				float4 tex2DNode10 = tex2D( _fx_glow01, uv_fx_glow01 );
+				
+
+				surfaceDescription.Alpha = ( tex2DNode10.a * _Float0 );
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
+				return outColor;
+			}
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "ScenePickingPass"
+			Tags { "LightMode"="Picking" }
+
+			AlphaToMask Off
+
+			HLSLPROGRAM
+
+			
+
+			#define _SURFACE_TYPE_TRANSPARENT 1
+			#define ASE_VERSION 19801
+			#define ASE_SRP_VERSION 140011
+
+
+			
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			
+            #if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+			#endif
+		
+
+			
+			#if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+			#endif
+		
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+
+			
+			#if ASE_SRP_VERSION >=140010
+			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+			#endif
+		
+
+			
+
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+			#if defined(LOD_FADE_CROSSFADE)
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+            #endif
+
+			
+
+			struct Attributes
+			{
+				float4 positionOS : POSITION;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct PackedVaryings
+			{
+				float4 positionCS : SV_POSITION;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _fx_glow01_ST;
+			float _Float0;
+			#ifdef ASE_TESSELLATION
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _fx_glow01;
+
+
+			
+			float4 _SelectionID;
+
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+
+			PackedVaryings VertexFunction(Attributes input  )
+			{
+				PackedVaryings output;
+				ZERO_INITIALIZE(PackedVaryings, output);
+
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+				output.ase_texcoord.xy = input.ase_texcoord.xy;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				output.ase_texcoord.zw = 0;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = input.positionOS.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+
+				float3 vertexValue = defaultVertexValue;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					input.positionOS.xyz = vertexValue;
+				#else
+					input.positionOS.xyz += vertexValue;
+				#endif
+
+				input.normalOS = input.normalOS;
+
+				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
+				output.positionCS = TransformWorldToHClip(positionWS);
+				return output;
+			}
+
+			#if defined(ASE_TESSELLATION)
+			struct VertexControl
+			{
+				float4 positionOS : INTERNALTESSPOS;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( Attributes input )
+			{
+				VertexControl output;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				output.positionOS = input.positionOS;
+				output.normalOS = input.normalOS;
+				output.ase_texcoord = input.ase_texcoord;
+				return output;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
+			{
+				TessellationFactors output;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+				return output;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+				return patch[id];
+			}
+
+			[domain("tri")]
+			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				Attributes output = (Attributes) 0;
+				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+				float phongStrength = _TessPhongStrength;
+				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+				return VertexFunction(output);
+			}
+			#else
+			PackedVaryings vert ( Attributes input )
+			{
+				return VertexFunction( input );
+			}
+			#endif
+
+			half4 frag(PackedVaryings input ) : SV_Target
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+				float2 uv_fx_glow01 = input.ase_texcoord.xy * _fx_glow01_ST.xy + _fx_glow01_ST.zw;
+				float4 tex2DNode10 = tex2D( _fx_glow01, uv_fx_glow01 );
+				
+
+				surfaceDescription.Alpha = ( tex2DNode10.a * _Float0 );
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = 0;
+				outColor = _SelectionID;
+
+				return outColor;
+			}
+
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "DepthNormals"
+			Tags { "LightMode"="DepthNormalsOnly" }
+
+			ZTest LEqual
+			ZWrite On
+
+			HLSLPROGRAM
+
+			
+
+        	#define _SURFACE_TYPE_TRANSPARENT 1
+        	#pragma multi_compile_instancing
+        	#define ASE_VERSION 19801
+        	#define ASE_SRP_VERSION 140011
+
+
+			
+
+        	#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+
+			
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define VARYINGS_NEED_NORMAL_WS
+
+			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+
+			
+            #if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+			#endif
+		
+
+			
+			#if ASE_SRP_VERSION >=140007
+			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+			#endif
+		
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+
+			
+			#if ASE_SRP_VERSION >=140010
+			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+			#endif
+		
+
+			
+
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+            #if defined(LOD_FADE_CROSSFADE)
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+            #endif
+
+			
+
+			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+				#define ASE_SV_DEPTH SV_DepthLessEqual
+				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+			#else
+				#define ASE_SV_DEPTH SV_Depth
+				#define ASE_SV_POSITION_QUALIFIERS
+			#endif
+
+			struct Attributes
+			{
+				float4 positionOS : POSITION;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct PackedVaryings
+			{
+				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+				float4 clipPosV : TEXCOORD0;
+				float3 positionWS : TEXCOORD1;
+				float3 normalWS : TEXCOORD2;
+				float4 ase_texcoord3 : TEXCOORD3;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _fx_glow01_ST;
+			float _Float0;
+			#ifdef ASE_TESSELLATION
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _fx_glow01;
+
+
+			
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+
+			PackedVaryings VertexFunction( Attributes input  )
+			{
+				PackedVaryings output;
+				ZERO_INITIALIZE(PackedVaryings, output);
+
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+				output.ase_texcoord3.xy = input.ase_texcoord.xy;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				output.ase_texcoord3.zw = 0;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = input.positionOS.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+
+				float3 vertexValue = defaultVertexValue;
+
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					input.positionOS.xyz = vertexValue;
+				#else
+					input.positionOS.xyz += vertexValue;
+				#endif
+
+				input.normalOS = input.normalOS;
+
+				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+				output.positionCS = vertexInput.positionCS;
+				output.clipPosV = vertexInput.positionCS;
+				output.positionWS = vertexInput.positionWS;
+				output.normalWS = TransformObjectToWorldNormal( input.normalOS );
+				return output;
+			}
+
+			#if defined(ASE_TESSELLATION)
+			struct VertexControl
+			{
+				float4 positionOS : INTERNALTESSPOS;
+				float3 normalOS : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( Attributes input )
+			{
+				VertexControl output;
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_TRANSFER_INSTANCE_ID(input, output);
+				output.positionOS = input.positionOS;
+				output.normalOS = input.normalOS;
+				output.ase_texcoord = input.ase_texcoord;
+				return output;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
+			{
+				TessellationFactors output;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+				return output;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+				return patch[id];
+			}
+
+			[domain("tri")]
+			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				Attributes output = (Attributes) 0;
+				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+				float phongStrength = _TessPhongStrength;
+				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+				return VertexFunction(output);
+			}
+			#else
+			PackedVaryings vert ( Attributes input )
+			{
+				return VertexFunction( input );
+			}
+			#endif
+
+			void frag(PackedVaryings input
+						, out half4 outNormalWS : SV_Target0
+						#ifdef ASE_DEPTH_WRITE_ON
+						,out float outputDepth : ASE_SV_DEPTH
+						#endif
+						#ifdef _WRITE_RENDERING_LAYERS
+						, out float4 outRenderingLayers : SV_Target1
+						#endif
+						 )
+			{
+				UNITY_SETUP_INSTANCE_ID(input);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+				float3 WorldPosition = input.positionWS;
+				float3 WorldNormal = input.normalWS;
+				float4 ClipPos = input.clipPosV;
+				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
+
+				float2 uv_fx_glow01 = input.ase_texcoord3.xy * _fx_glow01_ST.xy + _fx_glow01_ST.zw;
+				float4 tex2DNode10 = tex2D( _fx_glow01, uv_fx_glow01 );
+				
+
+				float Alpha = ( tex2DNode10.a * _Float0 );
+				float AlphaClipThreshold = 0.5;
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					float DepthValue = input.positionCS.z;
+				#endif
+
+				#ifdef _ALPHATEST_ON
+					clip(Alpha - AlphaClipThreshold);
+				#endif
+
+				#if defined(LOD_FADE_CROSSFADE)
+					LODFadeCrossFade( input.positionCS );
+				#endif
+
+				#ifdef ASE_DEPTH_WRITE_ON
+					outputDepth = DepthValue;
+				#endif
+
+				#if defined(_GBUFFER_NORMALS_OCT)
+					float3 normalWS = normalize(input.normalWS);
+					float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
+					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
+					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
+					outNormalWS = half4(packedNormalWS, 0.0);
+				#else
+					float3 normalWS = input.normalWS;
+					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
+				#endif
+
+				#ifdef _WRITE_RENDERING_LAYERS
+					uint renderingLayers = GetMeshRenderingLayer();
+					outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
+				#endif
+			}
+			ENDHLSL
+		}
+
+	
+	}
+	
+	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
+	FallBack "Hidden/Shader Graph/FallbackError"
+	
+	Fallback Off
+}
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+//CHKSM=2E1B1B6E3F77939D3472A43CE13A3E4B9FDD8EF0

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Assets/Art/VFX/Resources/Alpha3.shader.meta

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File diff suppressed because it is too large
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Assets/Art/VFX/Resources/AlphaMoveTurbDissolve.shader


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Assets/Art/VFX/Resources/CombatTiem.asset

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+  m_MaxSize: {x: 4000, y: 4000}
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-  m_Panes:
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-  - {fileID: 14}
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---- !u!114 &10
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+  m_OverlayCanvas:
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     m_Text: Hierarchy
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+    m_Image: {fileID: -3734745235275155857, guid: 0000000000000000d000000000000000, type: 0}
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   m_SceneHierarchy:
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+      m_SelectedIDs: 32030000
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       m_RenameOverlay:
         m_UserAcceptedRename: 0
-        m_Name: HeroAttributeWidget (1)
-        m_OriginalName: HeroAttributeWidget (1)
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+        m_OriginalName: 
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+        m_ClientGUIView: {fileID: 11}
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     m_CurrentSortingName: TransformSorting
   m_WindowGUID: 468457e0d3add1041b6fec0b00b6a014
---- !u!114 &11
+--- !u!114 &16
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@@ -307,14 +451,14 @@ MonoBehaviour:
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   m_TitleContent:
     m_Text: Inspector
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+    m_Image: {fileID: -440750813802333266, guid: 0000000000000000d000000000000000, type: 0}
     m_Tooltip: 
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@@ -328,7 +472,7 @@ MonoBehaviour:
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   m_InstanceIDsLockedBeforeSerialization: 
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+    m_CachedPref: 278
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---- !u!114 &12
+--- !u!114 &17
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@@ -354,14 +498,14 @@ MonoBehaviour:
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   m_TitleContent:
     m_Text: Project
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+    m_Image: {fileID: -5179483145760003458, guid: 0000000000000000d000000000000000, type: 0}
     m_Tooltip: 
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@@ -373,7 +517,7 @@ MonoBehaviour:
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   m_SearchFilter:
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+    m_NameFilter: 
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@@ -381,26 +525,26 @@ MonoBehaviour:
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     m_SkipHidden: 0
-    m_SearchArea: 0
+    m_SearchArea: 1
     m_Folders:
-    - Assets/ParticleEffectForUGUI/Scripts
+    - Assets/Art/VFX/Resources
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+    m_OriginalText: 
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   m_LastFolders:
-  - Assets/ParticleEffectForUGUI/Scripts
+  - Assets/Art/VFX/Resources
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-  m_LastProjectPath: D:\FB\XiuXianGame
+  m_LastProjectPath: H:\XY002\XiuXianGame
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-    m_HadKeyboardFocusLastEvent: 1
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+      m_ClientGUIView: {fileID: 12}
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---- !u!114 &13
+  m_DirectoriesAreaWidth: 185
+--- !u!114 &18
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+    m_Image: {fileID: 4621777727084837110, guid: 0000000000000000d000000000000000, type: 0}
     m_Tooltip: 
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@@ -533,16 +677,16 @@ MonoBehaviour:
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     m_MinimalGUI: 1
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---- !u!114 &14
+--- !u!114 &19
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+    m_Image: {fileID: 8634526014445323508, guid: 0000000000000000d000000000000000, type: 0}
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